Tuesday, December 25, 2018

Merry Christmas and Happy New Year!

From my family to yours, I wish all of you Merry Christmas and a Happy New Year! I know there aren't meany people, if any, who read my story blog, but for those who do, or just happen upon it, I hope you have a wonderful new year, full of joy and love.  Merry Christmas!

Tuesday, December 18, 2018

The Mystery of the Sea Door Part 11

The northern doorway leads north and actually leads up from this room, though still deep within the rock of the cliff side. The walls are carved with pictures of icescapes and elves in winter clothing.  The floor is covered in dust, the walls are covered in cobwebs and there are sconces at regular intervals along the walls.  It goes for about 30 feet before ending in a door.  Around the door is more text in the archaic language and there are snowflakes carved upon the door.  The snowflakes sparkle in torch light.

For the GM there is a spike pit trap in front of the door.  The disarm traps is a moderate difficulty and the door is locked.  (The door difficulty is also moderate.).  The pit is 6 feet deep and the spikes are actually magically preserved icicles.  Damage is the normal for spikes, though.  The words around the doorway say, "For those who look north, look for guidance, look for the north star." There is an illusion magic upon the door making the snowflakes sparkle.

Monday, December 17, 2018

The Mystery of The Sea Door Part 10

The hallway continues down a slope into an open, circular room.  There are four doors, each at the cardinal directions, (if a player makes a direction/orientation roll they will notice).  Above each door is a word, each different, and in the ancient language.  The floor is a large representation of constellations, made out of pottery shards in a wonderful mosaic.  The room has sconces and light stones, (none of which work) and cobwebs hang everywhere.  There are vases spaced around the room, some broken, and all works of art.  Many have simple domestic scenes, while others are of stars and celestial bodies, while others are of animals.

For the GM, if the players make a perception roll, (easy) they will hear scrapping and a little harsh breathing from the ceiling.  On the ceiling is a large spider, (or if  your party is higher level you can do more then one).  The vases contain donations, long ago given, so you can throw in the treasure there.  Above each door is just the direction the door faces in the ancient elven dialect.

Wednesday, December 12, 2018

The Mystery of the Sea Door Part 9

Once in the star room, small points of light of flashing colors circle the room.  The frescoes that decorate this room are of celestial bodies, constellations, and even winged elves using sextets.  There is no alter in this room, but the floor is covered in the archaic script like from above the door.  There are several stone bowls around the room, glow stones, (some still weakly working), and gilded sconces.

For the GM if the players wait long enough and make a roll to know constellations, the colored lights will actually form constellations and whirl around the room as if they were the real constellations whirling around the night sky.  The writing upon the floor is the winged elves creation of the stars story.  There is a 95% failure chance for those who know elven, and a 50% failure chance for those who know Ancient Elven.  The stone bowls were used for offerings to the stars.

Tuesday, December 11, 2018

The Mystery of the Sea Door Part 8

The door with the stars carved upon it are inset with different gems and make a constellation common in the sky over the Sea Door.  The wood is made of madrone, a tree that grows in the forests near by.  The hinges are a dark color, as if made from iron and stained darker.  There is more of this ancient writing above this door that is locked.

For the GM the door is locked and trapped with a poison.  It is an easy trap and lock.  The writing above the door says, "As the sun sets in the east, we rise."  The language is an ancient form of Ancient Elven, so a 95% chance of failure for non-speakers, 50% chance for those who speak or read Ancient Elven.

The poison is a sleep poison.

Wednesday, November 21, 2018

The Mystery of the Sea Door Part 7

Once inside the sun room the first item someone would notice is the small alter with a beautiful globe of yellow swirly glass elevated by what appears air above it.  The room is dark, but there are sconces and lightstones, which are covered, that could light the room.  Frescoes of  winged elves praising the sun and offering gifts to the sun decorate the room's walls.  The floor also has writing upon the stone tile in the same language as around the door jam.

For the GM the floating globe is suspended by magic, which is still strong after all these years.  If the globe is touched it begins to spin, glow, and the colors swirl in varying hues of gold. It's just for decoration, but it probably worth a lot of money. The writing upon the floor is a story in the ancient form of Ancient Elven about the creation of the sun.  This also has a 95% fail rate to translate if someone has elven.  Forgot to mention if they somehow know Ancient Elven, (which should not be something a GM allows lightly), they only have a 50% fail rate.

Tuesday, November 20, 2018

The Mystery of The Sea Door Part 6

The door with the sun upon it is carved from a solid piece of cherry wood, the doorknob and hinges sparkle in torch light, as if gilded with gold.  There is carved writing around the door jam in a language that is not easily discerned. 

For the GM, the language is an ancient form of Ancient Elven.  For those characters who do not have Ancient Elven, but some sort of elven, they can try but they will have a 95% failure chance.  The words say, "The sun rises in the west, as do our lives."

There is a a trap upon the door, an easy needle trap, that will insert a sleep poison if set off.

Tomorrow, the inside of the room.

Monday, November 12, 2018

Happy Veteran's Day

Thank you to all the veterans who keep us safe and protect the world from the evils brought on by human kind.  Without all of you, we would not have the freedoms we have and women, like me, would never have the chance to speak their minds.  Keep safe and thank you so very much for your service, whether now or in the past.

Monday, November 5, 2018

The Mystery of the Sea Door Part 5

The hallway beyond is unlit, so your group will need to have light, (or night vision of some sort), to navigate the hallway.  There are frescoes of elementals, oceans, forests and the night sky on the walls.  A knowledge roll for stars and constellations will show that the night sky frescoes are accurate.The hall way slopes down, then flattens out continuing onward, but there are two doors, one on either side of the hallway.  One has a sun on the face, the other has stars that also seem to dance as the main door did.

Monday, October 29, 2018

The Mystery of the Sea Door Part 4

So, lets say that the group has found the "key" through adventure or some reward and now they would like to use the "key".  Here is where the adventure begins.  I would highly recommend this for a mid to high level group, but you can always scale monsters down, or out, if you really have a reason for lower level characters to run this dungeon.

Here is the flavor text for the door itself and the opening of the door.

In an alcove of a sand stone and granite is a door of immense height, large enough to allow an ogre to pass through with ease. The door before you is covered in a gilded sun surrounded by stars, which sparkle in the right light.  In the center is a depression that fits the key the group holds.  As the key slides into place, a light engulfs the stars and sun, causing the stars to literally move around the door, as if turning the key in place.  With a large 'pop' the door opens letting stale air flow out along with dust and sand.  The darkness beyond betrays no secrets, but the echo which resounds back to the group says the hallway goes for some distance.

Tuesday, October 16, 2018

The Mystery of the Sea Door Part 3

Some examples of possible adventures to find the "key" are as follows:

1) The group has a "treasure map" to where the "key" was last found or part of the "key" was found.  This can go on as long as you want, so if you just want to find one piece, or find it in one step, you can do it that way.  You can also use it as a trail of clues, one map leading to another, along with another piece.

2) The group knows the key is in a specific location, such as a cave, old shrine, dungeon, or abandoned manor. I would take time to flesh out each location with level appropriate, as well as location appropriate, bad guys and monsters.  Props and handouts are also very fun.

3) The group needs to do research to reach part one or two. This is more for the groups who like to find those tidbits of information in game.  Make sure you have good back stories and detailed information.  Handouts would be great for this.  (Parchment to write on can be found pretty much anywhere now and a little weathering of the edges and the paper make the whole adventure so much more personal!)

More later!

Thursday, October 11, 2018

The Mystery of the Sea Door Part 2

If you, as a GM, wish to send your group on a search for the "key" to the sea door, here are some options.

One, you can have them find a piece or the whole "key" while adventuring else where.  This could lead them to the door and the adventure that lays within.  This is a good hook if you are trying to get them on to their next dungeon delve.

Two, you could have them find a piece and with some research they go in search for the other pieces, (the number is up to you) to find their "treasure".  They can also come across a reference to the "key" and then hear of the door which spurs them to look for the "key".

Three, the group can come to the sea door as guard mercenaries and a reward could be offered to find the "key", so they decide to go in search of the key. 

All of these are good jumping off points for having your group to find the "key" before they actually get into the actual delve.

More later.

Tuesday, October 9, 2018

The Mystery of the Sea Door

So last post I detailed a door found in a cliff side that can not be opened. There are two ways, as a GM, you could use this.  You could have the group already have a way to open it, (AKA a key they may have discovered in their travels), or they are hired to find the "key" to open the door.  I will detail, in the next few days and weeks, both options.  Feel free to change anything you need to fit your campaign, because I really want you to have fun with it.  I'm kinda taking from an adventure string that my husband ran us through, (though there was no sea door involved).  He had us go and look for a "key" for a tower that was the center of a curse.  (That is a story for another day.)  There is no curse related to this door, but I like the key search idea.  More to come!

Tuesday, October 2, 2018

Expanded Timeline For After Chaos (AC) Part 316

Year 316 AC
A door is discovered in a cliff side on the west side of Taina when the water recedes, leaving it exposed for the first time in centuries, it would seem.  The door is covered in arcane writing, that even the most learned can not discern.  The mages and priests have tried to open it with magic, but have not managed to do so.  The door is covered with a large sun, with stars dancing around it.  There is a notch in the middle with slots going into the door, but there is no indication what goes there.  Many of the learned believe the "key" for the door goes there and they just have to find the "key".

Thursday, September 20, 2018

Expanded Timeline For After Chaos (AC) Part 315

Year 315 AC
The blacksmith, Vorein Hammerson, creates a beautiful magic two handed sword for the leader of Karoon.  It has no match, folded hundreds of times and imbued with magic to make the wielder stronger and quicker.  The Leader of Karoon, Lord Thunderhead, is awed by the gift and brings the blacksmith to Karoon to be his personal blacksmith.  Many covet the blacksmith and he must be guarded day and night.

Tuesday, September 4, 2018

Expanded Timeline For After Chaos (AC) Part 314

Year 314 AC
This year's Gathering is interesting in the fact that a new magical invention, a portable tent, is displayed and used at the Gathering.  The tent, which folds into a cube that fits in a small pouch, is placed on the ground, and when the magic word in spoken, turns into a tent that fits five people able to sleep inside, comes with a small cook stove and is always a comfortable temperature.  When the magic word is spoken again, the tent returns to its cube form.  Orders are put in, but they cost a small fortune to own.

Wednesday, August 29, 2018

Expanded Timeline For After Chaos (AC) Part 313

Year 313 AC
The dwarven civil war ends with the death of the usurpers and the reinstatement of the grandson of the former king.  The new king, Forhan Stonehand, promises to bring all sides together, especially after all the assassinations and un-dwarven behavior.  He also promises to open trade, once more, as soon as possible.

Monday, August 27, 2018

Expanded Timeline For After Chaos (AC) Part 312

Year 312 AC
As the Dwarven civil war continues, an entire mine is blown up by loyalists, in hopes of forcing the interlopers to negotiate for the "real" royal line to be returned to the thrown.  In retribution a cell of loyalists is found and tortured then publicly executed.  The war continues and dwarven goods become very expensive and the mainland begins to build their own ships because of shipping needs.

Tuesday, August 21, 2018

Expanded Timeline for After Chaos (AC) Part 311

Year 311 AC
A shake up in the dwarven kingdom causes ripples in blacksmith goods and some shipping.  The king, who's family who had ruled for over a thousand years, is captured and dethroned, replaced by another old dwarven family who promises to uphold the dwarven traditions, which the old king has supposedly neglected.  There are pockets of dwarves who are loyal to the old king and civil war ensues.  Because of this, some merchants have no ships to move goods and prices of imported goods in Ariella and Taina raise dramatically.

Monday, August 6, 2018

Expanded Timeline For After Chaos (AC) Part 310

Year 310 AC
Wagon trains head toward the northern Tsalagi Mountains from the eastern coast.  Most of those who are heading west are sons of farmers who will not inherit any land.  Some are young nobles who want to make names for themselves.  Some are just trying to start anew.  The leader of the wagon train is hiring mercenaries to protect the wagon trains and ensure they reach their destinations.

Thursday, August 2, 2018

Expanded Timeline For After Chaos (AC) Part 309

Year 309 AC
During the celebration of Iktomi, which falls in the spring, chickens, cow and other livestock literally appear out of thin air in farmer fields.  Some people are not sure if it is a trick or that a god has interfered, or both.  The farmers put the animals to good use and lavish praise and gifts upon the local shrines and temples of Iktomi, for good measure.

Wednesday, August 1, 2018

Expanded Timeline For After Chaos (AC) Part 308

Year 308 AC
A book press at the Dragon's Fire College expands out to having outposts in Karoon and Landshire. This expands the ability to make books and to share knowledge.

Sharks take over the harbor of Westshire and the fishing fleet, along with the trading fleet, can't get out of the bay without issues, and even so, the fish population has plummeted. Help to rid of the sharks and finding out why they have come is asked for.

Monday, July 30, 2018

Expanded Timeline For After Chaos (AC) Part 307

Year 307 AC
This year is a quiet one, there are some ogre and skieg sightings in the Tsalagi, raiders effect shipping some between Ariella and the Dwarven Islands, and the winged elves begin serious trade with the dwarves.

A small island off the western coast of Taina is discovered with ancient ruins.  The mages of Dragon's Fire wish to study the ruins and are hiring mercenaries to protect them  as they do so.  They are paying competitive wages and offering some of the treasure found as bonus.

Tuesday, July 17, 2018

Expanded Timeline For After Chaos (AC) Part 306

Year 306 AC
A small farmer near Karoon takes to raising rabbits for meat and pelts.  Though many people did raise rabbits before this, it was just for personal use. This farmer, Samual Rabbit-Burrow, decided he would sell it at market like cows and chickens.  It takes a bit, but soon he has a following, along with copy cat farmers all around the valley.

A small group of ogres are spotted outside of Notitia.  Guards are dispatched to take care of them, but come back beaten, bruised and not closer to taking out the ogres.  Mercenaries are called upon to take care of the ogre issue.

Monday, July 16, 2018

Expanded Timeline For After Chaos (AC) Part 305

Year 305 AC
A world fair is held on the Dwarven Islands.  The dwarves wanted to let the world see a small part of their world.  They invite bards, traveling troupes, wild animal handlers and magic makers to augment the small tours that they give for the few months in the summer they hold the event.  Many come and there is many opportunities for mercenaries, mages, and the adventurer.

Thursday, July 12, 2018

Expanded Timeline For After Chaos (AC) Part 304

Year 304 AC
This year's Gathering is so large people begin to arrive two months in advance and are almost camped to the nearest villages on either side of Gathering.  The largest and most important decision is to create a military to protect Taina from all outside forces, such as ogres, sea monsters and pirates.  There is some protests from the Dwarven Islands and Ariella, but in the end a force of five hundred, including two navel vessels, is funded and training scheduled to begin in a few months after the Gathering.

Wednesday, July 11, 2018

Expanded Timeline For After Chaos (AC) Part 303

Year 303 AC
A small factory for bricks is constructed near the Tideway River in north eastern part of Taina.  They are able to produce more bricks, more uniform, and good, solid design to ship everywhere for a reasonable price. (Obviously the farther from Tideway, the more expensive.)  But there are local crafters who are not happy with the factory taking their livelihoods and are causing issues.

Monday, July 9, 2018

Expanded Timeline For After Chaos (AC) Part 302

Year 302 AC
Panthers are seen raiding a village who had recently burned an Akicita village to the ground.  Children and pregnant women were unharmed, but any man of fighting age was killed.  The village is left standing, but beads and fetishes from the burned village are left.  Sages believe that protective spirits of the Akicitia village were avenging their dead.

For the GM, the panthers are shape changed Akicitia who lived through the massacre the human villagers perpetrated.  They don't remember what they did, but only the wise man who changed them knows for certain what happened.

Tuesday, July 3, 2018

Happy 4th of July!

This week, as we celebrate our nations 242nd birthday, (wow, that's old lol), let us all come together, have fun with our friends and family and put aside all this stupid political nonsense.  Let's remember this is still the most free country in the world and that despite all our differences we are a wonderful nation!  So happy 4th to everyone and enjoy those barbecues responsibly!

Monday, July 2, 2018

Expanded Timeline For After Chaos (AC) Part 301

Year 301 AC
A clutch of eggs is stolen from a platinum dragon near the Tsalagi Mountains.  She is distraught and rampages through a nearby small town before they promise to try and find her eggs.  Mercenaries and adventurers are called to find the eggs and return them to the dragon, for a fair reward, that is.

Tuesday, June 26, 2018

Expanded Timeline For After Chaos (AC) Part 300

Year 300 AC
An off year Gathering occurs to celebrate 300 years of no ogre reign and of law and order.  People from all over Martapa, even some Akicitia tribes, southern elven tribes, and the Dwarven Islands people come to celebrate, bringing their dances, games and foods to share.  Shooting stars are seen on the second night and seen as a good potent for the coming century.

Monday, June 25, 2018

Expanded Timeline For After Chaos (AC) Part 299

Year 299 AC
A plague hits the region between Landshire and Karoon.  1 in 3 people die, while others are scarred horribly by the boils it leaves.  Magic cures some, but even the healers of Tinaka can only stop so much.  There are holes in city and leadership structures for years after.

Wednesday, June 20, 2018

Expanded Timeline For After Chaos (AC) Part 298

Year 298 AC
A flight of Ancient Elves visits the Dwarven Islands, bringing on weeks of celebration.  Contracts are signed for certain metals the elves need and food goods the dwarves need.

Tuesday, June 19, 2018

Expanded Timeline For After Chaos (AC) Part 297

Year 297 AC
A pirate, Zarnaff the Great, names himself king of the seas.  He demands tribute from any ship he boards, though he does not confiscate the ship.  He kills crews that resist, but normally leaves people alive and just takes their cargo and a "tax upon my subjects".  Nearby coastal towns send out ships and militia to take him down, but so far he eludes capture.

Tuesday, June 12, 2018

Expanded Timeline For After Chaos (AC) Part 296

Year 296 AC
A small revolt happens at the Dragon's Fire school amongst the students.  They feel as if the teachers just tell them what they need to take and don't allow them to explore what they feel interested.  No one is hurt, but there is some major strife between students and staff for some time.

Monday, June 11, 2018

Expanded Timeline For After Chaos (AC) Part 295

Year 295 AC
Pioneers are setting off from Notitia to settle the uncivilized parts of the world near the outskirts of the growing influence of Notitia.  They are met by desert elves and Akicitia, and clashes ensue.

Tuesday, June 5, 2018

Expanded Timeline For After Chaos (AC) Part 294

Year 294 AC
This years Gathering is disrupted be raiders.  The raiders, mostly ogres and half ogres, came in from the north and began burning the camps, stealing and killing any in their path. Groups of mercenaries, knights and noble guards are sent to deal with the raiders.

Monday, June 4, 2018

Expanded Timeline For After Chaos (AC) Part 293

Year 293 AC
Because runners of news were so important, and vulnerable to so many hazards, a group of cities on the west side of Taina writes treaties between themselves to protect and give rights to runners so that they could safely pass everywhere.  Bandits still were an issue, but as time went on, cities would not harm runners, even if from an enemy city.

Wednesday, May 30, 2018

Expanded Timeline For After Chaos (AC) Part 291

Year 291 AC
The city of Karoon tries a new program to teach all children of the city to read and write.  The Leader of Karoon, Valorian, believes that an educated populace will make his city richer.  The children would come to a central location for a few hours and be taught by royal tutors in a mass setting.  Valorian is also looking for quick learners among the lower classes who might prove useful to him.

Tuesday, May 29, 2018

A Late Thanks to Our Troops!

With all the fun of this last three day weekend, I think the point of the holiday was lost.  I would like to thank all those who have served and our serving in our military.  I would especially like to the thank the families of those who gave their all and were lost in the service of their country.  Without your service, or their sacrifices of your family members, we would not enjoy the freedoms we have or even be free to write something like this blog.  So, from my family to you, thank you for your service to our country!

Wednesday, May 23, 2018

Expanded Timeline For After Chaos (AC) Part 290

Year 290 AC
In the fishing village of Calabay there is a mystery.  A fishing ship comes back to bay without its crew and the ship in perfect condition, accept for a torn sale.  There are few clues as to what happened and the village does not have mages to look into what happened magically.  Help and aid is asked for with a reward for any who figure out the mystery.

Tuesday, May 22, 2018

Expanded Timeline for After Chaos (AC) Part 289

Year 289 AC
Scholars from the college of the Dragon's Fire has began sending people out to far flung villages to teach reading and writing, and a little math, so to improve the lives of everyone.  An educated people is a stronger people, is their rally cry.  Some villages accept them with open arms, others turn them away as if they are demons.

Monday, May 21, 2018

Expanded Timeline For After Chaos (AC) Part 288

Year 288 AC
A small town village mayor is hanged in the middle of the night.  No one is sure why or who did it.  There is speculation, but there is very little evidence. Help from the nearby mages and militia is asked, but even they are having issues trying to find out who did the deed.

For the GM the mayor was actually in league with several dark wizards, trying to keep his power.  But his usefulness ran out and the sorcerers had him killed. They used magic to cover up the deed and misdirecting the crime from them.

Tuesday, May 15, 2018

Expanded Timeline For After Chaos (AC) Part 287

Year 287 AC
A pride of lions attacks an Akicitia outpost, killing many women, children, and old.  The lions are tracked down, but can not be killed.  The elders believe the lions are being controlled by magic, but for what purpose they are not sure.  Help is asked for from mercenaries.

Thursday, May 10, 2018

Expanded Timeline For After Chaos (AC) Part 286

Year 286 AC
The Akicitia meet in a grand gathering of their own, thousands of Akicitia gathering in one place for the first time in decades.  The clans gather to decide hunting rights, marriages, and taboos, but they also decide on major crimes against the Akicitia.  Non Akicitia are welcome to sell their wares, but are not allowed in for the discussions.

Wednesday, May 9, 2018

Expanded Timeline For After Chaos (AC) Part 285

Year 285 AC
Flocks of birds fly south during the spring, instead of north, fish swim the wrong way instead of going up stream and some mild manner animals actually attack people near the village of Standing Stone.  Druids, mages and priests come to see why such things are occurring near the village.  They all figure some sort of magic is involved.

Thursday, May 3, 2018

Expanded Timeline For After Chaos (AC) Part 284

Year 284 AC
This years gathering is calm with many treaties are made.  The Ancient Elves make an appearance, as does the King of Dwarves daughter, Steelrose.  There are many troops of new entertainers, and a group of monks come from Ariella to join the mess.

Wednesday, May 2, 2018

Expanded Timeline For After Chaos (AC) Part 283

Year 283 AC
This year sees a fairly peaceful time.  Paper becomes more available with some new processes that the Mage College at Dragon's Fire comes up with. It still takes time to get the equipment to far flung places, but soon, even a peasant can afford paper.  Trade compacts are made with the monastery in Notitia and the dwarves.  And the Ancient Elves sends out ambassadors to nearby cities and races to help with peace.

Tuesday, May 1, 2018

Expanded Timeline For After Chaos (AC) Part 282

Year 282 AC
An ambition farmer tries keeping some plants inside where it was warm to see if he could get them to grow in the winter.  His experiment works and now he is working with mages and other scholars to try and do so on a bigger scale.

Wolves become a problem in the northern part of Taina and there is a bounty is put on their pelts to lower their populations.

Wednesday, April 25, 2018

Expanded Timeline For After Chaos (AC) Part 281

Year 281 AC
This year is marked by an abundance of not only game animals, but many farm animals bare twins that don't normally. The priests of Wesa say that she has blessed the world with her love and many people pay homage to the temples of Wesa, the temples receiving many worldly goods in thanks.  So much worldly goods are given, that the temples have to hire mercenaries to protect their temples.

Tuesday, April 24, 2018

Expanded Timeline For After Chaos (AC) Part 280

Year 280 AC
Minstrels, traveling from Landshire to the Tsalagi Mountains, stop at all the major, and not so major, cities, spreading rumors of a long lost king from the Chaos Wars coming back to life.  All anyone has to do is find his tomb and bring a magical gem that was taken by the dragons long ago.  The rumors include that the long lost king has rooms and rooms of treasure buried with him and will be very grateful if he is brought back to life.

For the GM, there is a tomb in the area the minstrels are mentioning in their rumors and most likely the huge complex does have treasure, but the minstrels are not doing so to save some long lost hero.  They are hoping that someone will raise the "hero" so the vampire can make them vampires as well.  They don't think they can make it through all the wards and traps, and that is why they are hoping some adventuring group will do that part for them, with them following behind.

Monday, April 23, 2018

Expanded Timeline For After Chaos (AC) Part 279

Year 279 AC
A plague hits the port city near Karoon.  The city is quarantined, but supply runs try to make it in for the major money it would bring.

Thursday, April 19, 2018

Expanded Timeline For After Chaos (AC) Part 278

Year 278 AC
Pirates swarm the eastern waters, attacking dwarven merchants and mainland merchants alike.  There is little in the way of any navy, (from either place), so mercenary merchants are arming to try and take out the pirates, as well as fill the niche of protection for merchant ships which can't arm up.  Many merchants take to going in large groups with protection, which makes things more expensive, but makes it more likely they will reach their port.

Wednesday, April 18, 2018

Expanded Timeline For After Chaos (AC) Part 277

Year 277 AC
The warband grows, threatening merchant caravans and taking on bigger settlements and even small cities.  Karoon now joins Landshire in trying to rid of the warband and more mercenaries are called for.

Monday, April 16, 2018

Expanded Timeline For After Chaos (AC) Part 276

Year 276 AC
A warband starts taking land in the northeast, enslaving the peasants and killing any armed resistance. Landshire sends troops to try and take care of them, but makes little head way.  Mercenaries and mages are in high demand to stop the threat.

Wednesday, April 11, 2018

Expanded Timeline For After Chaos (AC) Part 275

Year 275 AC
The mages of Dragon's Fire begin to work on the magic of translocation in a serious fashion.  Merchants and leaders of armies fund it, which brings controversy, but the mages try to find a way to do so in earnest.  If this magic can be mastered, without killing the mage, travel would become much easier, as would trade.

Tuesday, April 10, 2018

Expanded Timeline For After Chaos (AC) Part 274

Year 274 AC
This year's Gathering is pretty uneventful, which is good in it's own right.  There are the usual treaties, marriages and trade pacts.  There is a strange apparition that appears to a delegation of Aiyana's temple of Lakeshire, asking for help. The ghost asks for help protecting a holy site in northern Taina, near the coast.  Mercenaries and adventures are asked to investigate with the promise of rewards.

Thursday, April 5, 2018

Expanded Timeline For After Chaos (AC) Part 273

Year 273 AC
The leader of the Cult of No Gods is cornered in a cave complex north of Gathering.  So disgusted with this person, (they never do find out if he is a he or a she), they just set fire to the whole complex and then clean up afterwards.  After the cave is cleared there are no more threats against temples and no more mention or interactions of the Cult of No Gods.

Wednesday, April 4, 2018

Expanded Timeline For After Chaos (AC) Part 272

Year 272 AC
The breaking point with the Cult of No God comes when the temple to Aiyana in Karoon is burned to the ground with all the priests inside.  Outrage is so overwhelming that every major city on the east side sends out military and mercenaries units to search out their leaders and hiding spots.  Many cells are captured and/or killed, but the head of the group is not found and is still on the loose.

Monday, April 2, 2018

Expanded Timeline For After Chaos (AC) Part 271

Year 271 AC
The Cult of the No Gods spreads.  Those of the faiths are attacked and killed, temples are burned, even pilgrims are attacked.  No one is sure where they are basing out of or who they are, or even what they truly want. But the Cult is definitely causing strain in the temples.  Mercenaries and mages are hired to find the Cult and take them out.

Wednesday, March 28, 2018

Expanded Timeline For After Chaos (AC) Part 270

Year 270 AC
A strange cult that claims the Gods do not exist tries to worm their way into Karoon.  The guards throw them out time and time again, but the claims keep spreading.  Those of the temples are alarmed, but there is little more then can do.

Tuesday, March 27, 2018

Expanded Timeline For After Chaos (AC) Part 269

Year 269 AC
An image appears in the middle of a merchant camp near Gathering.  The image is that of a dwarven warrior, fighting some unseen battle and clearly out numbered and wounded.  He eventually dies in the image, which causes the whole camp to disband in the middle of the night.  No one know why it happened, but now the camp is considered haunted and will not be camped at by the knowing.

For the GM the dwarf was a great dwarven warrior named Stonehelm in the Chaos Wars..  He bore a weapon of great power and it was dragged away by creatures, then skiegs, then ogres.  The weapon is near by and if returned to the dwarven realm could garner a great reward.

Monday, March 26, 2018

Expanded Timeline For After Chaos (AC) Part 268

Year 268 AC
Spring comes early, and with it, flash floods.  Many basins with large rivers, and even some small creeks, over flow.  People are forced out of their houses, losing everything, including live stock.  Gathering tries to help those they can, as do many of the larger cities on the west side of the Tsalagi Mountains.  Little help comes from the east.

Wednesday, March 21, 2018

Expanded Timeline For After Chaos (AC) Part 267

Year 267 AC
A meeting of the heads of the orders of the Gods happens in Karoon.  There are debates about the Balance, discussions about theology, and how to protect their Gods' ethos'. Some clashes of ideas happen, but no violence happens.  Many make connections with other places of worship of their God or Goddess and even some cooperation happens between light and dark gods' temples, (mostly the dark gods protecting the temples of Aiyana).

Tuesday, March 20, 2018

Expanded Timeline for After Chaos (AC) Part 266

Year 266 AC
A huge diamond is found in a mine in the Tsalagi Mountains.  Trying to transport it back to civilization of Landshire and Karoon becomes difficult.  Bandits, warlords and even monsters attack the transport which eventually makes it to an eastern port and is shipped to the Dwarven Islands for a King's ransom.  Many mercenaries are hired to protect the gem, (and it's littler brothers and sisters), and many do not make the entire journey, because of the deaths of so many.

Monday, March 19, 2018

Expanded Timeline For After Chaos (AC) 265

Year 265 AC
A delegation of Akicitia make their way north to speak with the wood elves in the north.  Though the reason for the visit is unknown, the whirlwind of activity, along with rumors, stretches to almost every corner of Taina.  Akicitia hardly travel away from their home and in such numbers is even more unheard of.

For the GM the Akicitia are looking for the scion of a wood elf who saved their tribe so long ago in the Chaos Wars, because they have found the hero's remains and weapon which had been lost at the end of a long battle that saved the Akicitia's tribe.  They wish to return both and honor the family of their hero.

Wednesday, March 14, 2018

Expanded Timeline For After Chaos (AC) Part 264

Year 264 AC
This year's Gathering is tense.  Both sides of the Landshire conflict arrive, claiming to be the leader of that large city.  Both delegations are given a seat at the table.  Finally, the two sides agree to being mind read by clerics of Catiana.  They discover that neither poisoned their brother and though it takes time, the two reconcile and build a co-leadership to rebuild Landshire.  The Gathering is considered a great success.

Tuesday, March 13, 2018

Expanded Timeline for After Chaos (AC) Part 263

Year 263 AC
The "king" of Landshire dies suddenly, starting a civil war between his brothers, each accusing the other of killing their brother.  There are loyalists on each side, though most of the general populous just wants someone to lead them.  Mercenaries, healers, armorers, and suppliers are needed by both sides.

For the GM, strangely, neither brother killed the king.  He died of a heart attack in his sleep, but most believe it was poison.  So both brothers, who want the best for Landshire, are really fighting against nature.

Wednesday, February 28, 2018

Expanded Timeline For After Chaos (AC) Part 262

Year 262 AC
Mud slides block the major pass in the Tsalagi Mountains.  Trade only gets through in fits and starts, but slowly, with the work of prison gangs, the pass is finally cleared.  Trade is slow for the next few years, as many people on both sides of the mountains have found different sources for most of the products, though they are more expensive in some cases.

Tuesday, February 27, 2018

Expanded Timeline For After Chaos (AC) Part 261

Year 261 AC
Dragons are sighted near the bay of Calabay, scaring livestock, farmers and fisherman alike.  They harm nothing save a merchant caravan, where everyone is killed and nothing appears to be taken.

For the GM, the dragons were rescuing a stone egg from the merchants.

Monday, February 26, 2018

Expanded Timeline For After Chaos (AC) Part 260

Year 260 AC
The Lady of Thamoren is rescued, but by whom, no one knows. She recalls only she went to bed and awoke the next morning to find all her captors dead and none of their stores or treasures taken.  She took some supplies, a few horses and made her way home to her family. She and her family are offering a reward for details to her rescue.

Wednesday, February 21, 2018

Expanded Timeline For After Chaos (AC) Part 259

Year 259 AC
The Lady of Thamoren, Selena Wellspring, is kidnapped by a band of thugs and mercenaries. The  well loved woman, who helps the poor and spends time healing those who can't afford it, brings many men and women to rescue her. None succeed so the demand for ransom rises.

Thursday, February 15, 2018

Expanded Timeline for After Chaos (AC) Part 258

Year 258 AC
This year's winter is especially harsh.  Feet of snow fall in areas that normally see no or very minimal snow.  Many starve, for they are not prepared for such snow levels for so long, and some merely freeze to death, because they are not prepared for the cold for so long.  The priests of Furere say that he is not pleased with his tithes or the working of his priests.  Some say they sacrifice people in hopes of pleasing him and stopping the snap of snow.

Wednesday, February 14, 2018

Expanded Timeline for After Chaos (AC) Part 257

Year 257 AC
The Battle of Crossriver is the bloodiest battle since before the Chaos Wars.  Thousands of people are killed, many thousands more are wounded.  The acres and acres of blood, fire and destruction is so bad that the wildlife avoids the area.  The battle becomes a truce for the trading between east and west.  The leaders of the the major cities come together and make trade agreements.  There is still tension, but things no longer escalate to killing of caravans.

Tuesday, February 13, 2018

Expanded Timeline For After Chaos (AC) Part 256

Year 256 AC
The caravan carrying the son and his family of the Leader of Landshire is attacked by bandits from the west.  All are killed in the caravan, even the children.  In retaliation, Landshire sends a large army to take out three small villages on the invisible line between east and west.  They are killed to the last child, houses burn and livestock are killed or rounded up.  The war winds up.

Monday, February 12, 2018

Expanded Timeline for After Chaos (AC) 255

Year 255 AC
East clashes with west.  The militias attack each others caravans near the center of eastern Taina, so trade becomes nonexistent between the east coast and the Tsalagi Mountains.  The dwarves begin to trade heavily with the eastern cities, while the cities on the west side of the Tsalagi Mountains brave the few passes to trade with the western cities.

Thursday, February 8, 2018

Expanded Timeline For After Chaos (AC) Part 254

Year 254 AC
This year's Gathering does not happen.  With all the death and destruction between west and east, no one is willing to travel to Gathering.  The city is unhappy about the outcome, but blames the eastern cities, not the militias of the west.  Trade is at a complete stand still, but no one wants to stand down.

Wednesday, February 7, 2018

Expanded Timeline For After Chaos (AC) Part 253

Year 253 AC
The massacre at Boulder Ridge becomes a rally cry for the western cities.  The small trading stop over is accused of banditry, which they deny, tensions rise, and something sets off the eastern militia causing them to kill most of the men folk, along with a large chunk of women and children.  Caravans from the east are set upon and few, if any, are left alive.  The supplies are taken and used to start building a western militia.

Tuesday, February 6, 2018

Expanded Timeline for After Chaos (AC) Part 252

Year 252 AC
Caravans heading from the east are being raided by bandits.  Strangely, only merchants carrying items from the eastern cities seem to be affected.  Mercenaries are hired and small forts are put up by the larger cities of the east and manned to stop the bandits.

Monday, February 5, 2018

Expanded Timeline for After Chaos (AC) Part 251

Year 251 AC

Tensions rise between the large eastern cities and the farming communities near the foothills of the Easter Tsalagi Mountains. The small communities, (and cities, in some cases), believe the eastern cities are overcharging them for goods and underpaying them for goods they send to market.  The eastern cities scoff, especially since they don't believe the western cities can do much about it.

Wednesday, January 31, 2018

Expanded Timeline for After Chaos (AC) Part 250

Year 250 AC
Fairies by the thousands appear over a small lake in the middle of Eastern Taina.  Their magic makes the plants in the area grow quickly and where once was only plains a huge grove of trees appear. The locals rename the lake and new grove of trees, Fairy Grove.  No one is sure why they appear, but it is a momentous event.

For the GM, the fairies met to pick a new queen, for the old one died without a daughter.  It is very heated, (for fairies) but eventually they pick their new queen.

Thursday, January 25, 2018

Expanded Timeline For After Chaos (AC) Part 249

Year 249 AC
Ships bring great amounts of trading goods from the Dwarven Islands that they have never brought before.  Rare dwarven goods, such as armor, weapons and other fine metal goods are up for sale.  The ships are heavily guarded and led by the second son of King Ironhammer, Valsun Ironhammer.  They do not seek gold, per say, but like exchanges of goods and knowledge.

Wednesday, January 24, 2018

Expanded Timeline For After Chaos (AC) Part 248

Year 248 AC
A traveling scholar works his way down the great road, stopping at small villages to teach about the gods, magic and planting.  "The Scholar" goes by no other name and asks for nothing in return.  But he disappears around the spring equinox and the villages are asking for help to find the kind old man.

Tuesday, January 23, 2018

Expanded Timeline for After Chaos (AC) Part 247

Year 247 AC
A troop of bandits known as "The Assassins" is attacking and raiding caravans along the great road between Landshire and Sunvale.  No one knows for sure where they are based, who is in charge, or how many people there are in the group of bandits.  Small groups of searchers have gone out to find the group, but none have returned. Many cities and towns upon the road are posting rewards for the groups disbandment or destruction.

Thursday, January 18, 2018

The Vase of Katzu Part 23

The Vase of Katzu
The man in the chair stands and looks the party over with disdain. "I've hoped for many to be a challenge that would end this curse.  But all have failed.  I have put their bones in a pile outside my window so I can remember that no one receives that which they wish to have.  I will add your bones to my pile and mourn the loss of the hope of eternal death with them."  Then he draws his sword and attacks.

So the master is 4 levels higher then the party average, using a Vampire monster for his template, though he also is a fighter of the 4 levels higher then the party.  He has magical items and weapons and is most certainly not above using dirty tricks. When the party kills him, (if they do, muhaha), all the other "vampires" still alive will die, aging quickly and turning to dust.  Anyone, (like skeletons and Jarvis), still alive under the curse will also die.  Then the party can plunder at will.  The treasure they find is totally up to you because the "vampires" had years to accumulate wealth.

Monday, January 15, 2018

The Vase of Katzu Part 22

The Vase of Katzu
The last floor is basically one huge room, with a bed to one side, a small study to the other and a sitting room in the middle.  Everything is in perfect condition and perfectly placed.  Sconces are filled with light, though it seems magical and not from candles are lamps.  The rugs are plush and a beautiful blue color.  Silks and thick tapestries decorate the walls, as do fine paintings and statues.  There are also vases very similar to the vase the collector had that sent the group on this adventure.
As the group enters, a man of refinement and older years looks up from his book.  He is handsome, even though he is older and he takes in the group like a cat might watch a group of mice.

For the GM I will do the master of the house's monologue tomorrow.

Thursday, January 11, 2018

The Vase of Katzu Part 21

The Vase of Katzu
The only remaining room on this floor, beside the stairs up, is the sitting room.  This room is large, covered in fine rugs and tapestries, sconces on the walls and filigreed lamps, many chairs and tables, art and books.  There are also several people occupying the room.

The occupants of this room all depends on where the group has gone.  Peter will be here if the group hasn't made much noise, there also may be other "children" here if the party hasn't fought them in other rooms.  Peter is three levels higher then the party and is a fighter/mage class on top of his "vampire" status.  There is quite a stash of fine art, old books, and gold objects to plunder. Peter will have some magical items.

Wednesday, January 10, 2018

The Vase of Katzu Part 20

The Vase of Katzu
The last room on the left is actually a small library, though it is stuffed full of books, desks, melted candles and tapestries where there is room.  The windows curtians are wide open and there are several locked chests in the room.  There is some dust, but it's pretty well taken care of.

For the GM this is the small family library since the mistress and master wanted their children to be well educated.  The books are in good condition and have a variety of knowledge topics, so you can stick in what ever book you need the group to find, if you wish.  The chests hold alchemy items, writing items, (since paper is/was so expensive), and some small magical items.

Tuesday, January 9, 2018

The Vase of Katzu Part 19

The Vase of Katzu
The second room on the left is neat and dusty.  This room doesn't look as if anyone has set foot in the place for some time.  There are fine paintings and tapestries.  Book shelves line the walls, a desk sits to one side, ready for someone to come and do work at it, and chairs sit in a corner around a spinning wheel.  There is also the desiccated remains of a woman laying in the bed, which do not rise at your approach.

For the GM, this is the mistress of the house.  She did not want to take part in the "curse" and simply took a poison to kill herself.  She was dying, anyway, and was the reason that the master of the house gave in to the curse.  More information to come on this when we meet the master.

Wednesday, January 3, 2018

The Vase of Katzu Part 18

The Vase of Katzu
The first room on the left is large and covered in beautiful decorations.  Most of the decorations are in good conditions and the bed is properly made.  Sitting in one of the wooden chairs is a lovely woman, in her mid twenties, and she smiles large when the group enters.  She stands, brushes off the non-existent dust off her dress, then speaks.  "Father must be feeling generous today, sending such a large meal my way."  Then she attacks.

For the GM she is a few levels higher then the party average and does have magical jewelry to help with armor.  She's a mage of that level, not just a "vampire", so use her accordingly.  If this is the first room the group checks, she may be surprised (1 in 3 chance), but if they check any of the other rooms, she is not surprised at all.